Helegad

I'm no expert on models and textures, but I recall discussion about body64 textures that gives cars their gritty, as opposed to matte/cartoony, look were not implemented and/or activated in the PS2 beta which is why it all looks so cheery. The Toyz logo was probably one of these textures.

spaceeinstein

Here's another obscure unused behavior. When the lift bridge alarm is active, normally its warning lights turn on for 0.54 seconds and off for 0.48 seconds, repeating this pattern every 1.02 seconds. If the unused behavior is used instead, the lights turn on for 0.06 seconds and off for 0.48 seconds, repeating this pattern every 0.54 seconds. You can try this out by opening generic.ide and changing

_Rob_

Here's another obscure unused behavior. When the lift bridge alarm is active, normally its warning lights turn on for 0.54 seconds and off for 0.48 seconds, repeating this pattern every 1.02 seconds. If the unused behavior is used instead, the lights turn on for 0.06 seconds and off for 0.48 seconds, repeating this pattern every 0.54 seconds. You can try this out by opening generic.ide and changing

How odd, does this mean at some time this would have be a scripted change similar to the model swap of the Callahan Bridge?

My question is - how do i implement this in pc/ps2 main.scm version? Do i need to define_object camera ? I'd be more than happy if I received any help.

Thanks!

EDIT: Do you know any programme that allows you to view objects? Just like Vadim M shows camerapickup icon in his clip? Some sort of GGMM lookalike, but in GGMM you can't view objects. I use dffviewer but it doesn't have an option which allows specific object to rotate and also (what's weird) it shows object similiar to GTA SA snapshot, rather than GTAIII pickup (which has blue circle).

vehicles.dff from the mobile port of GTA 3 (models/generic) is basically the BETA Cabbie. It doesn't have a steering wheel and it also has _lo versions of the models inside it, much like the Buggy.

It uses the following textures:

The engine can be found in joeys.txd and carundera64 can be found in many cars. cabbie256, however, is missing, along crackedglass128 and scratch128 (which I belive they are used by other cars but under different names). Actually, renaming the original cabbie8bit128 texture to cabbie256 will display the textures correctly... somewhat.

Note that it won't work by simply renaming the car from "vehicles.dff" from "cabbie.dff". You have to either reexport the car in 3ds max or use The Hero's convdff.exe. Now here are the results ingame:

(hud by xinerki)

As you can see, the rear lights are wrongly mapped and it doesn't have bodymaps, but otherwise the car looks identical to the final version. However, the reflections and windows are a mess. Probably because of the conversion to mobile format.

This makes me think R* actually has a BETA build somewhere in their database. Much like the BETA Triads were once featured in the very same mobile version before.

EDIT: If anybody wants to look at this car ingame, I'll just leave this link. I remade cabbie256 by using a combination between leftover textures, Manhunt textures and XBOX GTA 3 textures and original cabbie8bit128. Apparently resizing the texture to 256x256 also fixed the chessboard lines on the rear doors aswell. Model was untouched, other than converting it to PC.

EDIT 2: A couple more details to add about the car:
-The window near the boot is damageable (wing_lb in hierarchy)
-Has no exhaust and no dummy exhaust
-It's actually smaller than the stock Cabbie. That's why Claude's head sometimes sticks out of the rooftop

Didn't notice these ones, but I indeed noticed the specular values. Which is pretty odd, as every material has that value, yet Buggy didn't. Also considering that it can be dated as back as 2000, and by looking at the BETA pics, I have a feeling this is part of War Drum's tests while porting the game to Mobile (hence the 8MB size when untouched but more than 400KB when converted).